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Copy file name to clipboardExpand all lines: region/region-readme.md
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@@ -60,9 +60,6 @@ The `utility` property is an array of utility functions available to Samus at a
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*_reserve:_ Note that this excludes regular energy. If a node can refill reserves as well as energy, it will have both `energy` and `reserve`
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*_map_
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#### interactionRequires
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[Logical requirements](../logicalRequirements.md) that must be fulfilled each time Samus interacts with the node.
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#### locks
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The `locks` property is an array that contains different ways a node can be locked, and the corresponding way it can be unlocked. Each object in the `locks` property has some properties of its own:
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*_lockType:_ An enum indicating the type of lock. It gives a basic idea of what kind of thing has to be done to open this lock. Possible lock types are:
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*_gameFlag:_ Indicates a lock that is opened when a game flag has been activated. Most locks that are unlocked by killing a boss are this type, rather than `bossFight`.
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*_killEnemies:_ A lock that is unlocked by killing enemies in a room. This excludes doors in boss rooms, which are `gameFlag` locks.
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*_permanent:_ A lock that can never be unlocked.
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*_triggeredEvent:_ A type for miscellaneous events triggered by an action performed nearby by Samus.
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*_lock:_ The `lock` property lists [logical requirements](../logicalRequirements.md) that must be fulfilled in order for the node to be locked. If this is missing, the node is considered initially locked at game start.
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*_name:_ A name that identifies the lock. This name must be unique across all locks in the model.
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*_unlockStrats:_ The `unlockStrats` property is an array of [strats](../strats.md), each of which may be executed in order to unlock this specific lock. Unlocking a node makes it possible to interact with the node until the end of the game.
"description": "Equipment, tech, and flag requirements to interact with this node once it has been reached. This is separate from one-time unlock requirements."
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